From eaaee63b629d6999fcc0c84e38886b964f6d051d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 30 Mar 2020 18:22:57 +0200 Subject: doc: Update classref with node renames A few extra renames for classes which were missed in last week's PRs. --- doc/classes/PhysicsServer3D.xml | 1639 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 1639 insertions(+) create mode 100644 doc/classes/PhysicsServer3D.xml (limited to 'doc/classes/PhysicsServer3D.xml') diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml new file mode 100644 index 0000000000..e9e1552c92 --- /dev/null +++ b/doc/classes/PhysicsServer3D.xml @@ -0,0 +1,1639 @@ + + + + Server interface for low-level physics access. + + + PhysicsServer3D is the server responsible for all 3D physics. It can create many kinds of physics objects, but does not insert them on the node tree. + + + + + + + + + + + + + + + + + Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. + + + + + + + + + + + Assigns the area to a descendant of [Object], so it can exist in the node tree. + + + + + + + + + Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later. + + + + + + + Creates an [Area3D]. + + + + + + + + + Gets the instance ID of the object the area is assigned to. + + + + + + + + + + + Returns an area parameter value. A list of available parameters is on the [enum AreaParameter] constants. + + + + + + + + + + + Returns the [RID] of the nth shape of an area. + + + + + + + + + Returns the number of shapes assigned to an area. + + + + + + + + + + + Returns the transform matrix of a shape within an area. + + + + + + + + + Returns the space assigned to the area. + + + + + + + + + Returns the space override mode for the area. + + + + + + + + + Returns the transform matrix for an area. + + + + + + + + + If [code]true[/code], area collides with rays. + + + + + + + + + + + Removes a shape from an area. It does not delete the shape, so it can be reassigned later. + + + + + + + + + + + + + + + + + + + + + + + Assigns the area to one or many physics layers. + + + + + + + + + + + Sets which physics layers the area will monitor. + + + + + + + + + + + + + Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters: + 1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area. + 2: [RID] of the object that entered/exited the area. + 3: Instance ID of the object that entered/exited the area. + 4: The shape index of the object that entered/exited the area. + 5: The shape index of the area where the object entered/exited. + + + + + + + + + + + + + + + + + + + + + + + Sets the value for an area parameter. A list of available parameters is on the [enum AreaParameter] constants. + + + + + + + + + + + Sets object pickable with rays. + + + + + + + + + + + + + Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID]. + + + + + + + + + + + + + + + + + + + + + + + + + Sets the transform matrix for an area shape. + + + + + + + + + + + Assigns a space to the area. + + + + + + + + + + + Sets the space override mode for the area. The modes are described in the [enum AreaSpaceOverrideMode] constants. + + + + + + + + + + + Sets the transform matrix for an area. + + + + + + + + + + + + + + + + + + + + + Adds a body to the list of bodies exempt from collisions. + + + + + + + + + + + + + + + + + + + + + + + + + + + Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Gives the body a push at a [code]position[/code] in the direction of the [code]impulse[/code]. + + + + + + + + + + + Gives the body a push to rotate it. + + + + + + + + + + + Assigns the area to a descendant of [Object], so it can exist in the node tree. + + + + + + + + + Removes all shapes from a body. + + + + + + + + + + + Creates a physics body. The first parameter can be any value from [enum BodyMode] constants, for the type of body created. Additionally, the body can be created in sleeping state to save processing time. + + + + + + + + + Returns the physics layer or layers a body belongs to. + + + + + + + + + Returns the physics layer or layers a body can collide with. +- + + + + + + + + + Returns the [PhysicsDirectBodyState3D] of the body. + + + + + + + + + + + + + + + + + Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported]. + + + + + + + + + Returns the body mode. + + + + + + + + + Gets the instance ID of the object the area is assigned to. + + + + + + + + + + + Returns the value of a body parameter. A list of available parameters is on the [enum BodyParameter] constants. + + + + + + + + + + + Returns the [RID] of the nth shape of a body. + + + + + + + + + Returns the number of shapes assigned to a body. + + + + + + + + + + + Returns the transform matrix of a body shape. + + + + + + + + + Returns the [RID] of the space assigned to a body. + + + + + + + + + + + Returns a body state. + + + + + + + + + + + + + + + + + + + If [code]true[/code], the continuous collision detection mode is enabled. + + + + + + + + + Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). + + + + + + + + + If [code]true[/code], the body can be detected by rays. + + + + + + + + + + + Removes a body from the list of bodies exempt from collisions. + Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. + + + + + + + + + + + Removes a shape from a body. The shape is not deleted, so it can be reused afterwards. + + + + + + + + + + + + + + + + + + + + + + + Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. + + + + + + + + + + + Sets the physics layer or layers a body belongs to. + + + + + + + + + + + Sets the physics layer or layers a body can collide with. + + + + + + + + + + + If [code]true[/code], the continuous collision detection mode is enabled. + Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. + + + + + + + + + + + + + + + Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]). + + + + + + + + + + + + + + + + + + + + + Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + + + + + + + + + + + Sets the body mode, from one of the [enum BodyMode] constants. + + + + + + + + + + + Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]). + + + + + + + + + + + + + Sets a body parameter. A list of available parameters is on the [enum BodyParameter] constants. + + + + + + + + + + + Sets the body pickable with rays if [code]enabled[/code] is set. + + + + + + + + + + + + + Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID]. + + + + + + + + + + + + + + + + + + + + + + + + + Sets the transform matrix for a body shape. + + + + + + + + + + + Assigns a space to the body (see [method space_create]). + + + + + + + + + + + + + Sets a body state (see [enum BodyState] constants). + + + + + + + + + + + Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants). + + + + + + + + + + + + + Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants). + + + + + + + + + Destroys any of the objects created by PhysicsServer3D. If the [RID] passed is not one of the objects that can be created by PhysicsServer3D, an error will be sent to the console. + + + + + + + + + + + + + Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants). + + + + + + + + + + + + + Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants). + + + + + + + + + + + + + + + Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants). + + + + + + + + + + + + + + + Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] constants). + + + + + + + + + Returns an Info defined by the [enum ProcessInfo] input given. + + + + + + + + + + + Gets a hinge_joint flag (see [enum HingeJointFlag] constants). + + + + + + + + + + + Gets a hinge_joint parameter (see [enum HingeJointParam]). + + + + + + + + + + + + + Sets a hinge_joint flag (see [enum HingeJointFlag] constants). + + + + + + + + + + + + + Sets a hinge_joint parameter (see [enum HingeJointParam] constants). + + + + + + + + + + + + + + + Creates a [ConeTwistJoint3D]. + + + + + + + + + + + + + + + Creates a [Generic6DOFJoint3D]. + + + + + + + + + + + + + + + Creates a [HingeJoint3D]. + + + + + + + + + + + + + + + Creates a [PinJoint3D]. + + + + + + + + + + + + + + + Creates a [SliderJoint3D]. + + + + + + + + + Gets the priority value of the Joint3D. + + + + + + + + + Returns the type of the Joint3D. + + + + + + + + + + + Sets the priority value of the Joint3D. + + + + + + + + + Returns position of the joint in the local space of body a of the joint. + + + + + + + + + Returns position of the joint in the local space of body b of the joint. + + + + + + + + + + + Gets a pin_joint parameter (see [enum PinJointParam] constants). + + + + + + + + + + + Sets position of the joint in the local space of body a of the joint. + + + + + + + + + + + Sets position of the joint in the local space of body b of the joint. + + + + + + + + + + + + + Sets a pin_joint parameter (see [enum PinJointParam] constants). + + + + + + + + + Activates or deactivates the 3D physics engine. + + + + + + + + + Creates a shape of a type from [enum ShapeType]. Does not assign it to a body or an area. To do so, you must use [method area_set_shape] or [method body_set_shape]. + + + + + + + + + Returns the shape data. + + + + + + + + + Returns the type of shape (see [enum ShapeType] constants). + + + + + + + + + + + Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type]. + + + + + + + + + + + Gets a slider_joint parameter (see [enum SliderJointParam] constants). + + + + + + + + + + + + + Gets a slider_joint parameter (see [enum SliderJointParam] constants). + + + + + + + Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space]. + + + + + + + + + Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can be used to make collision/intersection queries. + + + + + + + + + + + Returns the value of a space parameter. + + + + + + + + + Returns whether the space is active. + + + + + + + + + + + Marks a space as active. It will not have an effect, unless it is assigned to an area or body. + + + + + + + + + + + + + Sets the value for a space parameter. A list of available parameters is on the [enum SpaceParameter] constants. + + + + + + The [Joint3D] is a [PinJoint3D]. + + + The [Joint3D] is a [HingeJoint3D]. + + + The [Joint3D] is a [SliderJoint3D]. + + + The [Joint3D] is a [ConeTwistJoint3D]. + + + The [Joint3D] is a [Generic6DOFJoint3D]. + + + The strength with which the pinned objects try to stay in positional relation to each other. + The higher, the stronger. + + + The strength with which the pinned objects try to stay in velocity relation to each other. + The higher, the stronger. + + + If above 0, this value is the maximum value for an impulse that this Joint3D puts on its ends. + + + The speed with which the two bodies get pulled together when they move in different directions. + + + The maximum rotation across the Hinge. + + + The minimum rotation across the Hinge. + + + The speed with which the rotation across the axis perpendicular to the hinge gets corrected. + + + + + The lower this value, the more the rotation gets slowed down. + + + Target speed for the motor. + + + Maximum acceleration for the motor. + + + If [code]true[/code], the Hinge has a maximum and a minimum rotation. + + + If [code]true[/code], a motor turns the Hinge. + + + The maximum difference between the pivot points on their X axis before damping happens. + + + The minimum difference between the pivot points on their X axis before damping happens. + + + A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement. + + + The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost. + + + The amount of damping once the slider limits are surpassed. + + + A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement. + + + The amount of restitution inside the slider limits. + + + The amount of damping inside the slider limits. + + + A factor applied to the movement across axes orthogonal to the slider. + + + The amount of restitution when movement is across axes orthogonal to the slider. + + + The amount of damping when movement is across axes orthogonal to the slider. + + + The upper limit of rotation in the slider. + + + The lower limit of rotation in the slider. + + + A factor applied to the all rotation once the limit is surpassed. + + + The amount of restitution of the rotation when the limit is surpassed. + + + The amount of damping of the rotation when the limit is surpassed. + + + A factor that gets applied to the all rotation in the limits. + + + The amount of restitution of the rotation in the limits. + + + The amount of damping of the rotation in the limits. + + + A factor that gets applied to the all rotation across axes orthogonal to the slider. + + + The amount of restitution of the rotation across axes orthogonal to the slider. + + + The amount of damping of the rotation across axes orthogonal to the slider. + + + Represents the size of the [enum SliderJointParam] enum. + + + Swing is rotation from side to side, around the axis perpendicular to the twist axis. + The swing span defines, how much rotation will not get corrected along the swing axis. + Could be defined as looseness in the [ConeTwistJoint3D]. + If below 0.05, this behavior is locked. + + + Twist is the rotation around the twist axis, this value defined how far the joint can twist. + Twist is locked if below 0.05. + + + The speed with which the swing or twist will take place. + The higher, the faster. + + + The ease with which the Joint3D twists, if it's too low, it takes more force to twist the joint. + + + Defines, how fast the swing- and twist-speed-difference on both sides gets synced. + + + The minimum difference between the pivot points' axes. + + + The maximum difference between the pivot points' axes. + + + A factor that gets applied to the movement across the axes. The lower, the slower the movement. + + + The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost. + + + The amount of damping that happens at the linear motion across the axes. + + + The velocity that the joint's linear motor will attempt to reach. + + + The maximum force that the linear motor can apply while trying to reach the target velocity. + + + The minimum rotation in negative direction to break loose and rotate around the axes. + + + The minimum rotation in positive direction to break loose and rotate around the axes. + + + A factor that gets multiplied onto all rotations across the axes. + + + The amount of rotational damping across the axes. The lower, the more dampening occurs. + + + The amount of rotational restitution across the axes. The lower, the more restitution occurs. + + + The maximum amount of force that can occur, when rotating around the axes. + + + When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower. + + + Target speed for the motor at the axes. + + + Maximum acceleration for the motor at the axes. + + + If [code]set[/code] there is linear motion possible within the given limits. + + + If [code]set[/code] there is rotational motion possible. + + + If [code]set[/code] there is a rotational motor across these axes. + + + If [code]set[/code] there is a linear motor on this axis that targets a specific velocity. + + + The [Shape3D] is a [WorldMarginShape3D]. + + + The [Shape3D] is a [RayShape3D]. + + + The [Shape3D] is a [SphereShape3D]. + + + The [Shape3D] is a [BoxShape3D]. + + + The [Shape3D] is a [CapsuleShape3D]. + + + The [Shape3D] is a [CylinderShape3D]. + + + The [Shape3D] is a [ConvexPolygonShape3D]. + + + The [Shape3D] is a [ConcavePolygonShape3D]. + + + The [Shape3D] is a [HeightMapShape3D]. + + + This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. + + + Constant to set/get gravity strength in an area. + + + Constant to set/get gravity vector/center in an area. + + + Constant to set/get whether the gravity vector of an area is a direction, or a center point. + + + Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance. + + + This constant was used to set/get the falloff factor for point gravity. It has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]. + + + Constant to set/get the linear dampening factor of an area. + + + Constant to set/get the angular dampening factor of an area. + + + Constant to set/get the priority (order of processing) of an area. + + + This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them. + + + This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects. + + + This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one. + + + This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas. + + + This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. + + + Constant for static bodies. + + + Constant for kinematic bodies. + + + Constant for rigid bodies. + + + Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics. + + + Constant to set/get a body's bounce factor. + + + Constant to set/get a body's friction. + + + Constant to set/get a body's mass. + + + Constant to set/get a body's gravity multiplier. + + + Constant to set/get a body's linear dampening factor. + + + Constant to set/get a body's angular dampening factor. + + + Represents the size of the [enum BodyParameter] enum. + + + Constant to set/get the current transform matrix of the body. + + + Constant to set/get the current linear velocity of the body. + + + Constant to set/get the current angular velocity of the body. + + + Constant to sleep/wake up a body, or to get whether it is sleeping. + + + Constant to set/get whether the body can sleep. + + + The value of the first parameter and area callback function receives, when an object enters one of its shapes. + + + The value of the first parameter and area callback function receives, when an object exits one of its shapes. + + + Constant to get the number of objects that are not sleeping. + + + Constant to get the number of possible collisions. + + + Constant to get the number of space regions where a collision could occur. + + + Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated. + + + Constant to set/get the maximum distance a shape can be from another before they are considered separated. + + + Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision. + + + Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. + + + Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given. + + + Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time. + + + + + Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. + + + + + + + + + + + + + + + + + -- cgit v1.2.3